Struct librashader_reflect::back::targets::GLSL
source · pub struct GLSL;Expand description
Shader compiler target for GLSL.
Trait Implementations§
source§impl FromCompilation<SpirvCompilation, SpirvCross> for GLSL
impl FromCompilation<SpirvCompilation, SpirvCross> for GLSL
§type Context = CrossGlslContext
type Context = CrossGlslContext
Additional context returned by the compiler after compilation.
§type Output = impl CompileShader<<GLSL as FromCompilation<SpirvCompilation, SpirvCross>>::Target, Options = Version, Context = <GLSL as FromCompilation<SpirvCompilation, SpirvCross>>::Context> + ReflectShader
type Output = impl CompileShader<<GLSL as FromCompilation<SpirvCompilation, SpirvCross>>::Target, Options = Version, Context = <GLSL as FromCompilation<SpirvCompilation, SpirvCross>>::Context> + ReflectShader
The output type after conversion.
source§fn from_compilation(
compile: SpirvCompilation
) -> Result<CompilerBackend<Self::Output>, ShaderReflectError>
fn from_compilation( compile: SpirvCompilation ) -> Result<CompilerBackend<Self::Output>, ShaderReflectError>
Tries to convert the input object into an object ready for compilation.
Auto Trait Implementations§
impl RefUnwindSafe for GLSL
impl Send for GLSL
impl Sync for GLSL
impl Unpin for GLSL
impl UnwindSafe for GLSL
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
source§impl<T> CompilePresetTarget for Twhere
T: OutputTarget,
impl<T> CompilePresetTarget for Twhere
T: OutputTarget,
source§fn compile_preset_passes<I, R, E>(
passes: Vec<ShaderPassConfig>,
textures: &[TextureConfig]
) -> Result<(Vec<ShaderPassArtifact<<Self as FromCompilation<I, R>>::Output>>, ShaderSemantics), E>where
I: ShaderReflectObject,
Self: Sized + FromCompilation<I, R>,
I::Compiler: ShaderInputCompiler<I>,
E: From<PreprocessError> + From<ShaderReflectError> + From<ShaderCompileError>,
fn compile_preset_passes<I, R, E>(
passes: Vec<ShaderPassConfig>,
textures: &[TextureConfig]
) -> Result<(Vec<ShaderPassArtifact<<Self as FromCompilation<I, R>>::Output>>, ShaderSemantics), E>where
I: ShaderReflectObject,
Self: Sized + FromCompilation<I, R>,
I::Compiler: ShaderInputCompiler<I>,
E: From<PreprocessError> + From<ShaderReflectError> + From<ShaderCompileError>,
Compile passes of a shader preset given the applicable
shader output target, compilation type, and resulting error.